forked from BigfootDev/flatbuffers
Merge pull request #3832 from mikkelfj/c_docs
Documentation for C bindings
This commit is contained in:
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docs/source/CUsage.md
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224
docs/source/CUsage.md
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@@ -0,0 +1,224 @@
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Use in C {#flatbuffers_guide_use_c}
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==========
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The C language binding exists in a separate project named [FlatCC](https://github.com/dvidelabs/flatcc).
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The `flatcc` C schema compiler can generate code offline as well as
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online via a C library. It can also generate buffer verifiers and fast
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JSON parsers, printers.
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Great care has been taken to ensure compatibily with the main `flatc`
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project.
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## General Documention
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- [Tutorial](@ref flatbuffers_guide_tutorial) - select C as language
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when scrolling down
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- [FlatCC Guide](https://github.com/dvidelabs/flatcc#flatcc-flatbuffers-in-c-for-c)
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- [The C Builder Interface](https://github.com/dvidelabs/flatcc/blob/master/doc/builder.md#the-builder-interface)
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- [The Monster Sample in C](https://github.com/dvidelabs/flatcc/blob/master/samples/monster/monster.c)
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- [GitHub](https://github.com/dvidelabs/flatcc)
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## Supported Platforms
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- Ubuntu (clang / gcc, ninja / gnu make)
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- OS-X (clang / gcc, ninja / gnu make)
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- Windows MSVC 2010, 2013, 2015
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CI builds recent versions of gcc, clang and MSVC on OS-X, Ubuntu, and
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Windows, and occasionally older compiler versions. See main project [Status](https://github.com/dvidelabs/flatcc#status).
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Other platforms may well work, including Centos, but are not tested
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regularly.
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The monster sample project was specifically written for C99 in order to
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follow the C++ version and for that reason it will not work with MSVC
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2010.
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## Modular Object Creation
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In the tutorial we used the call `Monster_create_as_root` to create the
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root buffer object since this is easier in simple use cases. Sometimes
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we need more modularity so we can reuse a function to create nested
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tables and root tables the same way. For this we need the
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`flatcc_builder_buffer_create_call`. It is best to keep `flatcc_builder`
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calls isolated at the top driver level, so we get:
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<div class="language-c">
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~~~{.c}
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ns(Monster_ref_t) create_orc(flatcc_builder_t *B)
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{
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// ... same as in the tutorial.
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return s(Monster_create(B, ...));
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}
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void create_monster_buffer()
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{
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uint8_t *buf;
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size_t size;
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flatcc_builder_t builder, *B;
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// Initialize the builder object.
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B = &builder;
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flatcc_builder_init(B);
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// Only use `buffer_create` without `create/start/end_as_root`.
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flatcc_builder_buffer_create(create_orc(B));
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// Allocate and copy buffer to user memory.
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buf = flatcc_builder_finalize_buffer(B, &size);
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// ... write the buffer to disk or network, or something.
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free(buf);
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flatcc_builder_clear(B);
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}
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~~~
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</div>
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The same principle applies with `start/end` vs `start/end_as_root` in
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the top-down approach.
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## Top Down Example
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The tutorial uses a bottom up approach. In C it is also possible to use
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a top-down approach by starting and ending objects nested within each
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other. In the tutorial there is no deep nesting, so the difference is
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limited, but it shows the idea:
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<div class="language-c">
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<br>
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~~~{.c}
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uint8_t treasure[] = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9};
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size_t treasure_count = c_vec_len(treasure);
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ns(Weapon_ref_t) axe;
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// NOTE: if we use end_as_root, we MUST also start as root.
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ns(Monster_start_as_root(B));
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ns(Monster_pos_create(B, 1.0f, 2.0f, 3.0f));
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ns(Monster_hp_add(B, 300));
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ns(Monster_mana_add(B, 150));
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// We use create_str instead of add because we have no existing string reference.
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ns(Monster_name_create_str(B, "Orc"));
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// Again we use create because we no existing vector object, only a C-array.
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ns(Monster_inventory_create(B, treasure, treasure_count));
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ns(Monster_color_add(B, ns(Color_Red)));
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if (1) {
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ns(Monster_weapons_start(B));
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ns(Monster_weapons_push_create(B, flatbuffers_string_create_str(B, "Sword"), 3));
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// We reuse the axe object later. Note that we dereference a pointer
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// because push always returns a short-term pointer to the stored element.
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// We could also have created the axe object first and simply pushed it.
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axe = *ns(Monster_weapons_push_create(B, flatbuffers_string_create_str(B, "Axe"), 5));
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ns(Monster_weapons_end(B));
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} else {
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// We can have more control with the table elements added to a vector:
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//
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ns(Monster_weapons_start(B));
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ns(Monster_weapons_push_start(B));
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ns(Weapon_name_create_str(B, "Sword"));
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ns(Weapon_damage_add(B, 3));
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ns(Monster_weapons_push_end(B));
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ns(Monster_weapons_push_start(B));
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ns(Monster_weapons_push_start(B));
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ns(Weapon_name_create_str(B, "Axe"));
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ns(Weapon_damage_add(B, 5));
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axe = *ns(Monster_weapons_push_end(B));
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ns(Monster_weapons_end(B));
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}
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// Unions can get their type by using a type-specific add/create/start method.
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ns(Monster_equipped_Weapon_add(B, axe));
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ns(Monster_end_as_root(B));
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~~~
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</div>
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## Basic Reflection
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The C-API does support reading binary schema (.bfbs)
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files via code generated from the `reflection.fbs` schema, and an
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[example usage](https://github.com/dvidelabs/flatcc/tree/master/samples/reflection)
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shows how to use this. The reflection schema files are pre-generated
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in the [runtime distribution](https://github.com/dvidelabs/flatcc/tree/master/include/flatcc/reflection).
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## Mutations and Reflection
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The C-API does not support mutating reflection like C++ does, nor does
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the reader interface support mutating scalars (and it is generally
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unsafe to do so even after verification).
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The generated reader interface supports sorting vectors in-place after
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casting them to a mutating type because it is not practical to do so
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while building a buffer. This is covered in the builder documentation.
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The reflection example makes use of this feature to look up objects by
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name.
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It is possible to build new buffers using complex objects from existing
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buffers as source. This can be very efficient due to direct copy
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semantics without endian conversion or temporary stack allocation.
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Scalars, structs and strings can be used as source, as well vectors of
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these.
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It is currently not possible to use an existing table or vector of table
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as source, but it would be possible to add support for this at some
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point.
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## Namespaces
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The `FLATBUFFERS_WRAP_NAMESPACE` approach used in the tutorial is convenient
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when each function has a very long namespace prefix. But it isn't always
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the best approach. If the namespace is absent, or simple and
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informative, we might as well use the prefix directly. The
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[reflection example](https://github.com/dvidelabs/flatcc/blob/master/samples/reflection/bfbs2json.c)
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mentioned above uses this approach.
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## Checking for Present Members
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Not all languages support testing if a field is present, but in C we can
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elaborate the reader section of the tutorial with tests for this. Recall
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that `mana` was set to the default value `150` and therefore shouldn't
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be present.
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<div class="language-c">
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~~~{.c}
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int hp_present = ns(Monster_hp_is_present(monster)); // 1
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int mana_present = ns(Monster_mana_is_present(monster)); // 0
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~~~
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</div>
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## Alternative ways to add a Union
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In the tutorial we used a single call to add a union. Here we show
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different ways to accomplish the same thing. The last form is rarely
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used, but is the low-level way to do it. It can be used to group small
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values together in the table by adding type and data at different
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points in time.
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<div class="language-c">
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~~~{.c}
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ns(Equipment_union_ref_t) equipped = ns(Equipment_as_Weapon(axe));
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ns(Monster_equipped_add(B, equipped));
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// or alternatively
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ns(Monster_equipped_Weapon_add(B, axe);
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// or alternatively
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ns(Monster_equipped_add_type(B, ns(Equipment_Weapon));
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ns(Monster_equipped_add_member(B, axe));
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~~~
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</div>
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## Why not integrate with the `flatc` tool?
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[It was considered how the C code generator could be integrated into the
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`flatc` tool](https://github.com/dvidelabs/flatcc/issues/1), but it
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would either require that the standalone C implementation of the schema
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compiler was dropped, or it would lead to excessive code duplication, or
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a complicated intermediate representation would have to be invented.
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Neither of these alternatives are very attractive, and it isn't a big
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deal to use the `flatcc` tool instead of `flatc` given that the
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FlatBuffers C runtime library needs to be made available regardless.
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@@ -4,9 +4,9 @@ FlatBuffers {#flatbuffers_index}
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# Overview {#flatbuffers_overview}
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[FlatBuffers](@ref flatbuffers_overview) is an efficient cross platform
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serialization library for C++, C#, Go, Java, JavaScript, PHP, and Python
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(C and Ruby in progress). It was originally created at Google for game
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development and other performance-critical applications.
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serialization library for C++, C#, C, Go, Java, JavaScript, PHP, and Python.
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It was originally created at Google for game development and other
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performance-critical applications.
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It is available as Open Source on [GitHub](http://github.com/google/flatbuffers)
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under the Apache license, v2 (see LICENSE.txt).
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@@ -131,6 +131,8 @@ sections provide a more in-depth usage guide.
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in your own programs.
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- How to [use the generated Go code](@ref flatbuffers_guide_use_go) in your
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own programs.
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- How to [use FlatBuffers in C with `flatcc`](@ref flatbuffers_guide_use_c) in your
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own programs.
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- [Support matrix](@ref flatbuffers_support) for platforms/languages/features.
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- Some [benchmarks](@ref flatbuffers_benchmarks) showing the advantage of
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using FlatBuffers.
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@@ -18,23 +18,23 @@ In general:
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NOTE: this table is a start, it needs to be extended.
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Feature | C++ | Java | C# | Go | Python | JS | C | PHP | Ruby
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------------------------------ | ------ | ------ | ------ | ------ | ------ | --------- | ---- | --- | ----
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Codegen for all basic features | Yes | Yes | Yes | Yes | Yes | Yes | WiP | WiP | WiP
|
||||
JSON parsing | Yes | No | No | No | No | No | No | No | No
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Simple mutation | Yes | WIP | WIP | No | No | No | No | No | No
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Reflection | Yes | No | No | No | No | No | No | No | No
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Buffer verifier | Yes | No | No | No | No | No | No | No | No
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Testing: basic | Yes | Yes | Yes | Yes | Yes | Yes | ? | ? | ?
|
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Testing: fuzz | Yes | No | No | Yes | Yes | No | ? | ? | ?
|
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Performance: | Superb | Great | Great | Great | Ok | ? |Superb| ? | ?
|
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Platform: Windows | VS2010 | Yes | Yes | ? | ? | ? | ? | ? | ?
|
||||
Platform: Linux | GCC282 | Yes | ? | Yes | Yes | ? | ? | ? | ?
|
||||
Platform: OS X | Xcode4 | ? | ? | ? | Yes | ? | ? | ? | ?
|
||||
Platform: Android | NDK10d | Yes | ? | ? | ? | ? | ? | ? | ?
|
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Platform: iOS | ? | ? | ? | ? | ? | ? | ? | ? | ?
|
||||
Engine: Unity | ? | ? | Yes | ? | ? | ? | ? | ? | ?
|
||||
Primary authors (github) | gwvo | gwvo | ev*/js*| rw | rw | evanw/ev* | mik* | ch* | rw
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Feature | C++ | Java | C# | Go | Python | JS | C | PHP | Ruby
|
||||
------------------------------ | ------ | ------ | ------ | ------ | ------ | --------- | ------ | --- | ----
|
||||
Codegen for all basic features | Yes | Yes | Yes | Yes | Yes | Yes | Yes | WiP | WiP
|
||||
JSON parsing | Yes | No | No | No | No | No | Yes | No | No
|
||||
Simple mutation | Yes | WIP | WIP | No | No | No | No | No | No
|
||||
Reflection | Yes | No | No | No | No | No | Basic | No | No
|
||||
Buffer verifier | Yes | No | No | No | No | No | Yes | No | No
|
||||
Testing: basic | Yes | Yes | Yes | Yes | Yes | Yes | Yes | ? | ?
|
||||
Testing: fuzz | Yes | No | No | Yes | Yes | No | No | ? | ?
|
||||
Performance: | Superb | Great | Great | Great | Ok | ? | Superb | ? | ?
|
||||
Platform: Windows | VS2010 | Yes | Yes | ? | ? | ? | VS2010 | ? | ?
|
||||
Platform: Linux | GCC282 | Yes | ? | Yes | Yes | ? | Yes | ? | ?
|
||||
Platform: OS X | Xcode4 | ? | ? | ? | Yes | ? | Yes | ? | ?
|
||||
Platform: Android | NDK10d | Yes | ? | ? | ? | ? | ? | ? | ?
|
||||
Platform: iOS | ? | ? | ? | ? | ? | ? | ? | ? | ?
|
||||
Engine: Unity | ? | ? | Yes | ? | ? | ? | ? | ? | ?
|
||||
Primary authors (github) | gwvo | gwvo | ev*/js*| rw | rw | evanw/ev* | mik* | ch* | rw
|
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|
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* ev = evolutional
|
||||
* js = jonsimantov
|
||||
|
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@@ -19,7 +19,6 @@ character, the hero of the story, needs to slay some `orc`s. We will walk
|
||||
through each step necessary to create this monster type using FlatBuffers.
|
||||
|
||||
Please select your desired language for our quest:
|
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|
||||
\htmlonly
|
||||
<form>
|
||||
<input type="radio" name="language" value="cpp" checked="checked">C++</input>
|
||||
@@ -29,6 +28,7 @@ Please select your desired language for our quest:
|
||||
<input type="radio" name="language" value="python">Python</input>
|
||||
<input type="radio" name="language" value="javascript">JavaScript</input>
|
||||
<input type="radio" name="language" value="php">PHP</input>
|
||||
<input type="radio" name="language" value="c">C</input>
|
||||
</form>
|
||||
\endhtmlonly
|
||||
|
||||
@@ -98,6 +98,10 @@ Samples demonstating the concepts in this example are located in the source code
|
||||
package, under the `samples` directory. You can browse the samples on GitHub
|
||||
[here](https://github.com/google/flatbuffers/tree/master/samples).
|
||||
|
||||
<div class="language-c">
|
||||
*Note: The above does not apply to C, instead [look here](https://github.com/dvidelabs/flatcc/tree/master/samples).*
|
||||
</div>
|
||||
|
||||
For your chosen language, please cross-reference with:
|
||||
|
||||
<div class="language-cpp">
|
||||
@@ -121,6 +125,9 @@ For your chosen language, please cross-reference with:
|
||||
<div class="language-php">
|
||||
[SampleBinary.php](https://github.com/google/flatbuffers/blob/master/samples/SampleBinary.php)
|
||||
</div>
|
||||
<div class="language-c">
|
||||
[monster.c](https://github.com/dvidelabs/flatcc/blob/master/samples/monster/monster.c)
|
||||
</div>
|
||||
|
||||
## Writing the Monsters' FlatBuffer Schema
|
||||
|
||||
@@ -225,6 +232,15 @@ FlatBuffer compiler.
|
||||
|
||||
Once `flatc` is built successfully, compile the schema for your language:
|
||||
|
||||
<div class="language-c">
|
||||
*Note: If you're working in C, you need to use the separate project [FlatCC](https://github.com/dvidelabs/flatcc) which contains a schema compiler and runtime library in C for C.*
|
||||
<br>
|
||||
See [flatcc build instructions](https://github.com/dvidelabs/flatcc#building).
|
||||
<br>
|
||||
Please be aware of the difference between `flatc` and `flatcc` tools.
|
||||
<br>
|
||||
</div>
|
||||
|
||||
<div class="language-cpp">
|
||||
~~~{.sh}
|
||||
cd flatbuffers/sample
|
||||
@@ -267,8 +283,17 @@ Once `flatc` is built successfully, compile the schema for your language:
|
||||
./../flatc --php samples/monster.fbs
|
||||
~~~
|
||||
</div>
|
||||
<div class="language-c">
|
||||
~~~{.sh}
|
||||
cd flatcc
|
||||
mkdir -p build/tmp/samples/monster
|
||||
bin/flatcc -a -o build/tmp/samples/monster samples/monster/monster.fbs
|
||||
# or just
|
||||
flatcc/samples/monster/build.sh
|
||||
~~~
|
||||
</div>
|
||||
|
||||
For a more complete guide to using the `flatc` compiler, pleaes read the
|
||||
For a more complete guide to using the `flatc` compiler, please read the
|
||||
[Using the schema compiler](@ref flatbuffers_guide_using_schema_compiler)
|
||||
section of the Programmer's Guide.
|
||||
|
||||
@@ -359,6 +384,18 @@ The first step is to import/include the library, generated files, etc.
|
||||
}
|
||||
~~~
|
||||
</div>
|
||||
<div class="language-c">
|
||||
~~~{.c}
|
||||
#include "monster_builder.h" // Generated by `flatcc`.
|
||||
|
||||
// Convenient namespace macro to manage long namespace prefix.
|
||||
#undef ns
|
||||
#define ns(x) FLATBUFFERS_WRAP_NAMESPACE(MyGame_Sample, x) // Specified in the schema.
|
||||
|
||||
// A helper to simplify creating vectors from C-arrays.
|
||||
#define c_vec_len(V) (sizeof(V)/sizeof((V)[0]))
|
||||
~~~
|
||||
</div>
|
||||
|
||||
Now we are ready to start building some buffers. In order to start, we need
|
||||
to create an instance of the `FlatBufferBuilder`, which will contain the buffer
|
||||
@@ -413,6 +450,14 @@ as it grows:
|
||||
$builder = new Google\FlatBuffers\FlatbufferBuilder(0);
|
||||
~~~
|
||||
</div>
|
||||
<div class="language-c">
|
||||
~~~{.c}
|
||||
flatcc_builder_t builder, *B;
|
||||
B = &builder;
|
||||
// Initialize the builder object.
|
||||
flatcc_builder_init(B);
|
||||
~~~
|
||||
</div>
|
||||
|
||||
After creating the `builder`, we can start serializing our data. Before we make
|
||||
our `orc` Monster, lets create some `Weapon`s: a `Sword` and an `Axe`.
|
||||
@@ -525,6 +570,18 @@ our `orc` Monster, lets create some `Weapon`s: a `Sword` and an `Axe`.
|
||||
$weapons = \MyGame\Sample\Monster::CreateWeaponsVector($builder, $weaps);
|
||||
~~~
|
||||
</div>
|
||||
<div class="language-c">
|
||||
~~~{.c}
|
||||
ns(Weapon_ref_t) weapon_one_name = flatbuffers_string_create_str(B, "Sword");
|
||||
uint16_t weapon_one_damage = 3;
|
||||
|
||||
ns(Weapon_ref_t) weapon_two_name = flatbuffers_string_create_str(B, "Axe");
|
||||
uint16_t weapon_two_damage = 5;
|
||||
|
||||
ns(Weapon_ref_t) sword = ns(Weapon_create(B, weapon_one_name, weapon_one_damage));
|
||||
ns(Weapon_ref_t) axe = ns(Weapon_create(B, weapon_two_name, weapon_two_damage));
|
||||
~~~
|
||||
</div>
|
||||
|
||||
Now let's create our monster, the `orc`. For this `orc`, lets make him
|
||||
`red` with rage, positioned at `(1.0, 2.0, 3.0)`, and give him
|
||||
@@ -627,6 +684,20 @@ traversal. This is generally easy to do on any tree structures.
|
||||
$inv = \MyGame\Sample\Monster::CreateInventoryVector($builder, $treasure);
|
||||
~~~
|
||||
</div>
|
||||
<div class="language-c">
|
||||
~~~{.c}
|
||||
// Serialize a name for our monster, called "Orc".
|
||||
// The _str suffix indicates the source is an ascii-z string.
|
||||
flatbuffers_string_ref_t name = flatbuffers_string_create_str(B, "Orc");
|
||||
|
||||
// Create a `vector` representing the inventory of the Orc. Each number
|
||||
// could correspond to an item that can be claimed after he is slain.
|
||||
uint8_t treasure[] = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9};
|
||||
flatbuffers_uint8_vec_ref_t inventory;
|
||||
// `c_vec_len` is the convenience macro we defined earlier.
|
||||
inventory = flatbuffers_uint8_vec_create(B, treasure, c_vec_len(treasure));
|
||||
~~~
|
||||
</div>
|
||||
|
||||
We serialized two built-in data types (`string` and `vector`) and captured
|
||||
their return values. These values are offsets into the serialized data,
|
||||
@@ -709,8 +780,18 @@ offsets.
|
||||
$weapons = \MyGame\Sample\Monster::CreateWeaponsVector($builder, $weaps);
|
||||
~~~
|
||||
</div>
|
||||
<div class="language-c">
|
||||
~~~{.c}
|
||||
// We use the internal builder stack to implement a dynamic vector.
|
||||
ns(Weapon_vec_start(B));
|
||||
ns(Weapon_vec_push(B, sword));
|
||||
ns(Weapon_vec_push(B, axe));
|
||||
ns(Weapon_vec_ref_t) weapons = ns(Weapon_vec_end(B));
|
||||
~~~
|
||||
</div>
|
||||
|
||||
To create a `struct`, use the `Vec3` class/struct that was generated by `flatc`:
|
||||
To create a `struct`, use the `Vec3` class/struct that was generated by
|
||||
the schema compiler:
|
||||
|
||||
<div class="language-cpp">
|
||||
~~~{.cpp}
|
||||
@@ -754,6 +835,12 @@ To create a `struct`, use the `Vec3` class/struct that was generated by `flatc`:
|
||||
$pos = \MyGame\Sample\Vec3::CreateVec3($builder, 1.0, 2.0, 3.0);
|
||||
~~~
|
||||
</div>
|
||||
<div class="language-c">
|
||||
~~~{.c}
|
||||
// Create a `Vec3`, representing the Orc's position in 3-D space.
|
||||
ns(Vec3_t) pos = { 1.0f, 2.0f, 3.0f };
|
||||
~~~
|
||||
</div>
|
||||
|
||||
We have now serialized the non-scalar components of the orc, so we
|
||||
can serialize the monster itself:
|
||||
@@ -862,16 +949,29 @@ can serialize the monster itself:
|
||||
$orc = \MyGame\Sample\Monster::EndMonster($builder);
|
||||
~~~
|
||||
</div>
|
||||
<div class="language-c">
|
||||
~~~{.c}
|
||||
// Set his hit points to 300 and his mana to 150.
|
||||
uint16_t hp = 300;
|
||||
uint16_t mana = 150;
|
||||
|
||||
<div class="language-cpp">
|
||||
<br>
|
||||
*Note: Since we passing `150` as the `mana` field, which happens to be the
|
||||
// Define an equipment union. `create` calls in C has a single
|
||||
// argument for unions where C++ has both a type and a data argument.
|
||||
ns(Equipment_union_ref_t) equipped = ns(Equipment_as_Weapon(axe));
|
||||
ns(Monster_create_as_root(B, &pos, mana, hp, name, inventory, ns(Color_Red),
|
||||
weapons, equipped));
|
||||
~~~
|
||||
</div>
|
||||
|
||||
*Note: Since we are passing `150` as the `mana` field, which happens to be the
|
||||
default value, the field will not actually be written to the buffer, since the
|
||||
default value will be returned on query anyway. This is a nice space savings,
|
||||
especially if default values are common in your data. It also means that you do
|
||||
not need to be worried of adding a lot of fields that are only used in a small
|
||||
number of instances, as it will not bloat the buffer if unused.*
|
||||
<br><br>
|
||||
|
||||
<div class="language-cpp">
|
||||
<br>
|
||||
If you do not wish to set every field in a `table`, it may be more convenient to
|
||||
manually set each field of your monster, instead of calling `CreateMonster()`.
|
||||
The following snippet is functionally equivalent to the above code, but provides
|
||||
@@ -892,6 +992,31 @@ a bit more flexibility.
|
||||
auto orc = monster_builder.Finish();
|
||||
~~~
|
||||
</div>
|
||||
<div class="language-c">
|
||||
If you do not wish to set every field in a `table`, it may be more convenient to
|
||||
manually set each field of your monster, instead of calling `create_monster_as_root()`.
|
||||
The following snippet is functionally equivalent to the above code, but provides
|
||||
a bit more flexibility.
|
||||
<br>
|
||||
~~~{.c}
|
||||
// It is important to pair `start_as_root` with `end_as_root`.
|
||||
ns(Monster_start_as_root(B));
|
||||
ns(Monster_pos_create(B, 1.0f, 2.0f, 3.0f));
|
||||
// or alternatively
|
||||
//ns(Monster_pos_add(&pos);
|
||||
|
||||
ns(Monster_hp_add(B, hp));
|
||||
// Notice that `Monser_name_add` adds a string reference unlike the
|
||||
// add_str and add_strn variants.
|
||||
ns(Monster_name_add(B, name));
|
||||
ns(Monster_inventory_add(B, inventory));
|
||||
ns(Monster_color_add(B, ns(Color_Red)));
|
||||
ns(Monster_weapons_add(B, weapons));
|
||||
ns(Monster_equipped_add(B, equipped));
|
||||
// Complete the monster object and make it the buffer root object.
|
||||
ns(Monster_end_as_root(B));
|
||||
~~~
|
||||
</div>
|
||||
|
||||
Before finishing the serialization, let's take a quick look at FlatBuffer
|
||||
`union Equipped`. There are two parts to each FlatBuffer `union`. The first, is
|
||||
@@ -947,11 +1072,18 @@ Here is a repetition these lines, to help highlight them more clearly:
|
||||
\MyGame\Sample\Monster::AddEquipped($builder, $axe); // Union data
|
||||
~~~
|
||||
</div>
|
||||
<div class="language-c">
|
||||
~~~{.c}
|
||||
// Add union type and data simultanously.
|
||||
ns(Monster_equipped_Weapon_add(B, axe));
|
||||
~~~
|
||||
</div>
|
||||
|
||||
After you have created your buffer, you will have the offset to the root of the
|
||||
data in the `orc` variable, so you can finish the buffer by calling the
|
||||
appropriate `finish` method.
|
||||
|
||||
|
||||
<div class="language-cpp">
|
||||
~~~{.cpp}
|
||||
// Call `Finish()` to instruct the builder that this monster is complete.
|
||||
@@ -999,6 +1131,11 @@ appropriate `finish` method.
|
||||
// $builder, $orc);`.
|
||||
~~~
|
||||
</div>
|
||||
<div class="language-c">
|
||||
~~~{.c}
|
||||
// Because we used `Monster_create_as_root`, we do not need a `finish` call in C`.
|
||||
~~~
|
||||
</div>
|
||||
|
||||
The buffer is now ready to be stored somewhere, sent over the network, be
|
||||
compressed, or whatever you'd like to do with it. You can access the buffer
|
||||
@@ -1048,6 +1185,29 @@ like so:
|
||||
$buf = $builder->dataBuffer(); // Of type `Google\FlatBuffers\ByteBuffer`
|
||||
~~~
|
||||
</div>
|
||||
<div class="language-c">
|
||||
~~~{.c}
|
||||
uint8_t *buf;
|
||||
size_t size;
|
||||
|
||||
// Allocate and extract a readable buffer from internal builder heap.
|
||||
// The returned buffer must be deallocated using `free`.
|
||||
// NOTE: Finalizing the buffer does NOT change the builder, it
|
||||
// just creates a snapshot of the builder content.
|
||||
buf = flatcc_builder_finalize_buffer(B, &size);
|
||||
// use buf
|
||||
free(buf);
|
||||
|
||||
// Optionally reset builder to reuse builder without deallocating
|
||||
// internal stack and heap.
|
||||
flatcc_builder_reset(B);
|
||||
// build next buffer.
|
||||
// ...
|
||||
|
||||
// Cleanup.
|
||||
flatcc_builder_clear(B);
|
||||
~~~
|
||||
</div>
|
||||
|
||||
#### Reading Orc FlatBuffers
|
||||
|
||||
@@ -1055,7 +1215,7 @@ Now that we have successfully created an `Orc` FlatBuffer, the monster data can
|
||||
be saved, sent over a network, etc. Let's now adventure into the inverse, and
|
||||
deserialize a FlatBuffer.
|
||||
|
||||
This seciton requires the same import/include, namespace, etc. requirements as
|
||||
This section requires the same import/include, namespace, etc. requirements as
|
||||
before:
|
||||
|
||||
<div class="language-cpp">
|
||||
@@ -1134,6 +1294,15 @@ before:
|
||||
}
|
||||
~~~
|
||||
</div>
|
||||
<div class="language-c">
|
||||
~~~{.c}
|
||||
// Only needed if we don't have `#include "monster_builder.h"`.
|
||||
#include "monster_reader.h"
|
||||
|
||||
#undef ns
|
||||
#define ns(x) FLATBUFFERS_WRAP_NAMESPACE(MyGame_Sample, x) // Specified in the schema.
|
||||
~~~
|
||||
</div>
|
||||
|
||||
Then, assuming you have a variable containing to the bytes of data from disk,
|
||||
network, etc., you can create a monster from this data:
|
||||
@@ -1224,8 +1393,18 @@ network, etc., you can create a monster from this data:
|
||||
$monster = \MyGame\Sample\Monster::GetRootAsMonster($buf);
|
||||
~~~
|
||||
</div>
|
||||
<div class="language-c">
|
||||
~~~{.c}
|
||||
// Note that we use the `table_t` suffix when reading a table object
|
||||
// as opposed to the `ref_t` suffix used during the construction of
|
||||
// the buffer.
|
||||
ns(Monster_table_t) monster = ns(Monster_as_root(buffer));
|
||||
|
||||
If you look in the generated files from `flatc`, you will see it generated
|
||||
// Note: root object pointers are NOT the same as the `buffer` pointer.
|
||||
~~~
|
||||
</div>
|
||||
|
||||
If you look in the generated files from the schema compiler, you will see it generated
|
||||
accessors for all non-`deprecated` fields. For example:
|
||||
|
||||
<div class="language-cpp">
|
||||
@@ -1279,10 +1458,17 @@ accessors for all non-`deprecated` fields. For example:
|
||||
$name = monster->getName();
|
||||
~~~
|
||||
</div>
|
||||
<div class="language-c">
|
||||
~~~{.c}
|
||||
uint16_t hp = ns(Monster_hp(monster));
|
||||
uint16_t mana = ns(Monster_mana(monster));
|
||||
flatbuffers_string_t name = ns(Monster_name(monster));
|
||||
~~~
|
||||
</div>
|
||||
|
||||
These should hold `300`, `150`, and `"Orc"` respectively.
|
||||
|
||||
*Note: We never stored a value in `mp`, so we got the default value of `150`.*
|
||||
*Note: The default value `150` wasn't stored in `mana`, but we are still able to retrieve it.*
|
||||
|
||||
To access sub-objects, in the case of our `pos`, which is a `Vec3`:
|
||||
|
||||
@@ -1348,10 +1534,18 @@ To access sub-objects, in the case of our `pos`, which is a `Vec3`:
|
||||
$z = $pos->getZ();
|
||||
~~~
|
||||
</div>
|
||||
<div class="language-c">
|
||||
~~~{.c}
|
||||
ns(Vec3_struct_t) pos = ns(Monster_pos(monster));
|
||||
float x = ns(Vec3_x(pos));
|
||||
float y = ns(Vec3_y(pos));
|
||||
float z = ns(Vec3_z(pos));
|
||||
~~~
|
||||
</div>
|
||||
|
||||
`x`, `y`, and `z` will contain `1.0`, `2.0`, and `3.0`, respectively.
|
||||
|
||||
*Note: Had we not set `pos` during serialization, it would be `NULL`-value.*
|
||||
*Note: Had we not set `pos` during serialization, it would be a `NULL`-value.*
|
||||
|
||||
Similarly, we can access elements of the inventory `vector` by indexing it. You
|
||||
can also iterate over the length of the array/vector representing the
|
||||
@@ -1400,6 +1594,14 @@ FlatBuffers `vector`.
|
||||
$third_item = $monster->getInventory(2);
|
||||
~~~
|
||||
</div>
|
||||
<div class="language-c">
|
||||
~~~{.c}
|
||||
// If `inv` hasn't been set, it will be null. It is valid get
|
||||
// the length of null which will be 0, useful for iteration.
|
||||
flatbuffers_uint8_vec_t inv = ns(Monster_inventory(monster));
|
||||
size_t inv_len = flatbuffers_uint8_vec_len(inv);
|
||||
~~~
|
||||
</div>
|
||||
|
||||
For `vector`s of `table`s, you can access the elements like any other vector,
|
||||
except your need to handle the result as a FlatBuffer `table`:
|
||||
@@ -1458,6 +1660,15 @@ except your need to handle the result as a FlatBuffer `table`:
|
||||
$second_weapon_damage = $monster->getWeapons(1)->getDamage();
|
||||
~~~
|
||||
</div>
|
||||
<div class="language-c">
|
||||
~~~{.c}
|
||||
ns(Weapon_vec_t) weapons = ns(Monster_weapons(monster));
|
||||
size_t weapons_len = ns(Weapon_vec_len(weapons));
|
||||
// We can use `const char *` instead of `flatbuffers_string_t`.
|
||||
const char *second_weapon_name = ns(Weapon_name(ns(Weapon_vec_at(weapons, 1))));
|
||||
uint16_t second_weapon_damage = ns(Weapon_damage(ns(Weapon_vec_at(weapons, 1))));
|
||||
~~~
|
||||
</div>
|
||||
|
||||
Last, we can access our `Equipped` FlatBuffer `union`. Just like when we created
|
||||
the `union`, we need to get both parts of the `union`: the type and the data.
|
||||
@@ -1560,6 +1771,18 @@ We can access the type to dynamically cast the data as needed (since the
|
||||
}
|
||||
~~~
|
||||
</div>
|
||||
<div class="language-c">
|
||||
~~~{.c}
|
||||
// Access union type field.
|
||||
if (ns(Monster_equipped_type(monster)) == ns(Equipment_Weapon)) {
|
||||
// Cast to appropriate type:
|
||||
// C allows for silent void pointer assignment, so we need no explicit cast.
|
||||
ns(Weapon_table_t) weapon = ns(Monster_equipped(monster));
|
||||
const char *weapon_name = ns(Weapon_name(weapon)); // "Axe"
|
||||
uint16_t weapon_damage = ns(Weapon_damage(weapon)); // 5
|
||||
}
|
||||
~~~
|
||||
</div>
|
||||
|
||||
## Mutating FlatBuffers
|
||||
|
||||
@@ -1624,6 +1847,12 @@ mutators like so:
|
||||
<API for mutating FlatBuffers is not yet supported in PHP.>
|
||||
~~~
|
||||
</div>
|
||||
<div class="language-c">
|
||||
~~~{.c}
|
||||
<API for in-place mutating FlatBuffers will not be supported in C
|
||||
(except in-place vector sorting is possible).>
|
||||
~~~
|
||||
</div>
|
||||
|
||||
We use the somewhat verbose term `mutate` instead of `set` to indicate that this
|
||||
is a special use case, not to be confused with the default way of constructing
|
||||
@@ -1687,6 +1916,14 @@ FlatBuffer binary representation of the contents from our `.json` file.
|
||||
[Use in C++](@ref flatbuffers_guide_use_cpp) section of the Programmer's
|
||||
Guide for more information.*
|
||||
</div>
|
||||
<div class="language-c">
|
||||
*Note: If you're working in C, the `flatcc --json` (not `flatc`)
|
||||
compiler will generate schema specific high performance json parsers and
|
||||
printers that you can compile and use at runtime. The `flatc` compiler (not
|
||||
`flatcc`) on the other hand, is still useful for general offline json to
|
||||
flatbuffer conversion from a given schema. There are no current plans
|
||||
for `flatcc` to support this.*
|
||||
</div>
|
||||
|
||||
## Advanced Features for Each Language
|
||||
|
||||
@@ -1716,5 +1953,8 @@ For your chosen language, see:
|
||||
<div class="language-php">
|
||||
[Use in PHP](@ref flatbuffers_guide_use_php)
|
||||
</div>
|
||||
<div class="language-c">
|
||||
[Use in C](@ref flatbuffers_guide_use_c)
|
||||
</div>
|
||||
|
||||
<br>
|
||||
|
||||
@@ -750,6 +750,7 @@ INPUT = "FlatBuffers.md" \
|
||||
"Compiler.md" \
|
||||
"Schemas.md" \
|
||||
"CppUsage.md" \
|
||||
"CUsage.md" \
|
||||
"GoUsage.md" \
|
||||
"JavaCsharpUsage.md" \
|
||||
"JavaScriptUsage.md" \
|
||||
|
||||
@@ -25,6 +25,8 @@
|
||||
title="Writing a schema"/>
|
||||
<tab type="user" url="@ref flatbuffers_guide_use_cpp"
|
||||
title="Use in C++"/>
|
||||
<tab type="user" url="@ref flatbuffers_guide_use_c"
|
||||
title="Use in C"/>
|
||||
<tab type="user" url="@ref flatbuffers_guide_use_go"
|
||||
title="Use in Go"/>
|
||||
<tab type="user" url="@ref flatbuffers_guide_use_java_c-sharp"
|
||||
|
||||
Reference in New Issue
Block a user